Eurocom ('GoldenEye 007')

Classic first-person shooter GoldenEye returns this autumn on the Wii, complete with its momentous single-player campaign and ridiculously addictive split-screen multiplayer. For GoldenEye 007, developer Eurocom and publisher Activision took on the intimidating task of remaking the 1997 N64 game that almost single-handedly brought the FPS genre to consoles. Pierce Brosnan has been replaced with the tough-talking Bond of Daniel Craig, while all other aspects of the game have been refreshed to modern console standards. After DS recently went hands-on with the game's single and multiplayer modes, Julian Widdows (executive producer), Dawn Pinkney (producer) and James Lodato (associate producer) joined us to discuss the challenges of reinventing GoldenEye for a new generation.

How daunting was it making a new version of such a cherished game as GoldenEye?"Daunting, but also incredibly exciting. We can say this, everyone working on the game knew exactly what they were up against. There were no mysteries when it came to how great this game needed to be and ultimately how great everyone wants it to be."

Would you describe the game as a remake or a reimagination?"The game is certainly a reimagination rather than a remake. Everyone involved - Eurocom, Activision and [James Bond film producers] EON/Danjaq - were certain that it was better to propel the GoldenEye experience forward rather than have it linger in the past. To that point, everyone took extreme care to ensure that this would be the most authentic GoldenEye experience possible. After all, how exciting would it be to play through a 'new' game and have the sensation of, 'Wow, this is nothing new'?"

How closely does GoldenEye 007's story stick to the original film and game, and where does it deviate?"This is the GoldenEye story, although it has been updated to make it relevant for the new decade/century/millennium. The major plot points remain, hitting on the familiar characters of 006, Natalya, Onatopp, Orumov, etc. However, the original screenwriter, Bruce Feirstein, updated his own work to reflect what he would have written in 2010. The story really only deviates in ways that would explain the 'why' and 'where' rather than the 'whom' and 'how'."

Why did you replace many of the actors in the new version, including Daniel Craig instead of Pierce Brosnan?"This is really a two-fold explanation. Firstly, Daniel Craig is now James Bond. That can't be overlooked and there are no parallel universes at play here. More importantly, though, we all felt that Daniel Craig brings something new and refreshing to the Bond experience. Daniel's cunning, brute force and physicality translate magnificently into what modern-day gamers are looking for in a Bond game - using your intelligence to figure out a situation but if that fails, get physical."

How closely have you worked with EON producers David Wilson and Barbara Broccoli in developing the game?"David Wilson, Michael Wilson and Barbara Broccoli were an immense help in creating the most authentic James Bond game possible. David spent time on site at Eurocom to lend his cinematic expertise to help create a genuine GoldenEye experience. In addition, Barbara and Michael were heavily involved in the casting for the game, treating it as though it were a Hollywood blockbuster. They employed her years in the movie industry to choose only the finest actors for the game. It was a real pleasure to have their candid input."

What key new features have you brought to GoldenEye and what original elements have you retained?"One of the great new features we have incorporated is the hand-to-hand combat. James Bond now has a huge variety of takedown moves the player can seamlessly incorporate into their experience of each level. Other cool additions are the destructible environments and incredible set-pieces. The player now has to be sensitive to their surroundings, as places where they take cover can now be shot to pieces by the enemy. This really makes the gameplay feel much more dynamic and intense."

Multiple objectives and choices were a fantastic feature about the original GoldenEye; has that returned for the new game?"Player choice is one of the key pillars of gameplay in GoldenEye. Everyone working on the game made sure that the levels were able to be approached not only through different physical routes but mental ones as well. The player is almost always given an opportunity to assess a confrontation and decide how best to approach it. Note that I say 'almost', because there's really no stealthy way to progress through the tank chase! The choice could be through use of different flanking routes to get an advantageous point of view, or a stealthy approach, picking off enemies one by one. We, of course, hope that the players will use a combination of all options. After all, James Bond is the world's greatest secret agent."

How challenging has it been adapting the game for the Wii's control system?"Luckily the Wii’s control system has been central to the development from day one. Since GoldenEye is a Nintendo exclusive, there has been no compromise on getting the controls just right. Eurocom has created five different control presets for the Wii Remote and Nunchuk right out of the box. These will allow players of all backgrounds to jump right in and play. One of the more unique control settings does not even require the Wii Remote to be pointed at the screen. It's really cool. In addition, GoldenEye also supports the Wii Zapper, Classic Controller, Classic Controller Pro and even the GameCube controller. There's something for everyone."

The multiplayer was another integral part of the GoldenEye experience; but how did you go about bringing that up to modern standards?"Eurocom and Activision knew we needed to raise the bar on every aspect of the multiplayer experience, and set out with this in mind. Not only have we included a fantastic four-player split-screen experience complete with modes and modifiers that result in over 200 different game mode modifications, we've also brought the experience online with up to eight players. The online mode features an XP system that tracks the player's progress through online play, rewarding progress with 'ranks'. These experience points allow the player to unlock different features, e.g. weapons, attachments and even additional game modes, all of which more than puts the Wii online beyond the 'modern standard'."

What special modes and cheats can people look forward to?"One of the aspects of GoldenEye that makes it so great is the fact that people love to play and replay the game. There are four difficulty settings the player can choose from per level. Each increase in difficulty requires the player to complete additional objectives in order to progress. In other words, the game doesn't just get 'harder', it actually requires the player to complete new tasks in order to progress. Also, we have thrown in a super cool 007 Classic difficulty, which rips out the regenerative health system and replaces it with an old-school health bar and body armor system. Now the player must find body armor hidden throughout the levels and trust me, you'll need it. In multiplayer, since we have moved GoldenEye into the online arena, 'cheats' are something we try to stay away from. However, as we mentioned earlier, there are a plethora of different game modes to choose from including both online and offline specific that can be used in conjunction with 17 different modifiers. There are a lot of options."

GoldenEye 007 will be released on the Wii on November 5. Developer n-Space is handling a DS version, which is due out on the same day.